Getting Started (6.0)
This guide walks you through setting up GridPlacement 6.0 (C# runtime) and making your first placement in about 10 minutes.
Prerequisites
- Godot 4.4+ with .NET 8 support enabled
- A C# Godot project (not GDScript-only)
1. Install the Plugin
Copy addons/grid_placement/ into your Godot project’s addons/ folder:
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Enable the addon in Project → Project Settings → Plugins.
2. Create PlacementContext
PlacementContext is a Godot Resource that owns all placement services. Create one per active runtime:
- Create the resource: Right-click in FileSystem → Create New → Resource → search for
PlacementContext - Configure it in the Inspector:
- Assign your
TileMapLayertoTargetMap - Set grid dimensions via
Settings.Grid
- Assign your
3. Wire the Scene Hierarchy
The minimum viable scene:
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For cursor input, add a PlacementInputController node and connect it to the context.
4. Place Your First Building
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5. Game Feel Hooks
GridPlacement handles validation and state. You handle the feedback. Wire these events to make placement feel satisfying:
Placement Events
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Manipulation Events
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Quick Game Feel Patterns
| Effect | How |
|---|---|
| Sound | Play placement sound on EntityPlaced, error buzz on rejection |
| Ghost tint | Green when PreviewUpdated.IsValid, red when invalid |
| Camera bounce | Small upward punch on successful place |
| Tooltip | Show rejection reason on invalid preview |
See the Composition + Injection guide for full event reference.
6. Demolishable Objects
Objects must be explicitly marked as demolishable. On your placeable scene:
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When targeted, demolishable objects show a green highlight. Set IsProtected = true to prevent demolish even when enabled.
What’s Next?
- Architecture Overview — Understand the Core / Godot adapter boundary
- Settings Architecture — Configure grid, input, and rules
- Placement Rules — Configure validation rules
- API Reference — Full C# API documentation
Last Updated: 2026-05-07